SS OU *Sticky Web + Excadrill Balanced Offense*

1584359966664.png
1584359981218.png
1584360189632.png
1584360286384.png
1584360417140.png
1584366476199.png




I wanted to make a nice balanced team that doesn't use weather like I usually do, so I came up with this somewhat balanced offensive team whose win condition is Rapid Spin + SD Excadrill, but focuses on covering counters more than anything else. I haven't been building teams seriously in awhile, so having experienced input would help a lot. Full export text at the bottom. I will discuss team flaws I have noticed in playing with this team after going through all the Pokemon.

1584360864823.png


Galvantula (F) @ Life Orb
Ability: Compound Eyes
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Bug Buzz
- Sticky Web
- Giga Drain

Galvantula is mainly here to set up webs, and function as a wallbreaker that can deal with Corviknight and Pex. I sometimes lead off with this mon but I prefer to use LO over Sash because I generally find use for it even after the lead. In my experience, I usually try to catch ground types on the switch with Giga Drain. Galvantula basically 2HKOs a lot of the stuff that bugs me in the meta using Thunder I guess lol


1584361661582.png

Excadrill (M) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Swords Dance

Originally intended to be a pure spinner, I decided to also turn Excadrill into my win condition sweeper. I like switching it in after a mon faints or using Parting Shot from Incineroar, and forcing Pokemon out so that it can boost with Rapid Spin or Swords Dance, depending on the situation. Webs support allows Excadrill to go straight for the SD and still outspeed mons like Zeraora thanks to the speed drop. My general gameplan is to remove Corviknight or anything that stops Exca from sweeping.

1584362050437.png


Incineroar (F) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 108 Def / 84 SpD / 68 Spe
Careful Nature
- Parting Shot
- Knock Off
- Flare Blitz
- Will-O-Wisp

Incineroar was added somewhat late in the process of building this team to provide defensive support and utility to the team, and a solid check to Darmanitan. It synergizes well with Gastrodon to form a defensive core that covers weaknesses. Parting Shot support gives Excadrill a lot more opportunities to switch in and set up safely. The spread is just something I found on Smogon but it works for me; Knock Off and WoW are good moves to help stifle opposing offenses or just take away Leftovers recovery.

1584362794255.png


Gastrodon-East (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Earth Power
- Amnesia

Gastrodon's job is to absorb water attacks directed at Exca and also wall out both physical and special threats from the opposing team. Not much to say about the set, it's a pretty standard defensive spread with Amnesia to help combat special setup sweepers. I am considering putting Toxic on it but I have found Earth Power pretty useful in practice.

1584366505111.png


Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Defog
- Hydro Pump
- Volt Switch

Scarf Rotom-Wash is here as a revenge killer / offensive pivot to help gain momentum. It can 2HKO Corviknight after Lefties iirc and hits pretty hard. Thinking about putting Trick on it over Thunderbolt but once again I am not very sure about it because the damage from TBolt is really helpful against Pex and Corviknight. It synergizes well with Incineroar and also provides a Ground immunity to cover for Excadrill, Aegislash, and Incineroar.

1584363262156.png


Aegislash (F) @ Choice Specs
Ability: Stance Change
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
IVs: 0 Spe
- Shadow Sneak
- Toxic
- Flash Cannon
- Shadow Ball

Specs Aegislash just tears stuff apart, that's basically its job. Speed investment helps against certain walls that may try to put status on it. Toxic helps counter certain specially defensive walls that may try to switch in. Shadow Sneak provides priority against weakened threats that would be tough to deal with otherwise. Shadow Ball and Flash Cannon both hit like a truck against most things.

Overall, I've been pretty happy with this team, but there are some issues / concerns I don't know how to cover. Most notable one for me is I feel like this team forces a lot of switches so SR support would help a lot but I don't know where to fit it in.

Any comments and suggestions would be much appreciated! Thank y'all

Galvantula (F) @ Life Orb
Ability: Compound Eyes
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Bug Buzz
- Sticky Web
- Giga Drain

Excadrill (M) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Swords Dance

Incineroar (F) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 108 Def / 84 SpD / 68 Spe
Careful Nature
- Parting Shot
- Knock Off
- Flare Blitz
- Will-O-Wisp

Gastrodon-East (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Earth Power
- Amnesia

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Defog
- Leaf Storm
- Volt Switch

Aegislash (F) @ Choice Specs
Ability: Stance Change
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
IVs: 0 Spe
- Shadow Sneak
- Toxic
- Flash Cannon
- Shadow Ball
 
Last edited:
Heyyos! Nice team you've got here going on for you. I noticed that your team seems to be trying to achieve wins by whittling at your foes combined with the idea of lowering their speed to make your defensive threats faster. It's a great idea in theory but because the sticky web setters are all naturally pretty frail and do not serve much defensive purposes, I think it's more ideal that we shift the team to focus around supporting your Excadrill's sweep, which is your wincon, as well as neutralizing threats that are difficult to deal with your current iteration of the team.


596.png
>>>
784.png

Alright, first off, as I mentioned earlier, it is not a good idea to have sticky web as your hazard stack of choice. This is because your team is balanced in general and does not really do well in pressuring your opponents that are slower. On top of that, you lack crucial hazards such as Stealth Rock and Spikes, which can assist you in winning games with their presence alone. So for that, and in consideration that you want to opt for a more defensively balanced team to build, I would recommend that we run Phys Def Kommo-o over Galvantula. This is important because having Kommo-o gives you access to hazards (which is Stealth Rock) and allows you to pressure opposing teams with Taunt and Body Press. Kommo-o is also very good here because it forms a stronghold defensive core with Gastrodon and allows you to worries less about the defensive backbone of the team. We will be using the EV spread of 80 HP / 252 Def / 176 Spe with a Bold nature as it allows us to be more physically defensive against threats like Bisharp and Excadrill and soft check other physical attackers while the speed allows you to outspeed up to neutral base 75 max speed threats which includes Dracovish, Dracozolt, Bisharp, Clefable and Siesmitoad notably, allowing you to taunt the latter before they set up hazards or status while allowing you to render Dracovish's fishious rend pretty useless. Taunt allows you to disrupt your opponent's momentum as it prevents them from setting up or statusing your mons while Protect is key on this set as it allows you to scout out moves from opponents that you think are choice locked as well as allowing you to gain back recovery passively.
252 Atk Mold Breaker Excadrill Earthquake vs. 80 HP / 252+ Def Kommo-o: 103-123 (33.1 - 39.5%) -- 17.1% chance to 3HKO after Leftovers recovery

252+ Atk Bisharp Iron Head vs. 80 HP / 252+ Def Kommo-o: 87-103 (27.9 - 33.1%) -- 89% chance to 4HKO after Leftovers recovery
If you find it uncomfortable to run a set that leaves you open to free switches from Aegislash you can opt to run Impish nature with Earthquake over Taunt instead. I will list both options in the recommended sets so you can give both a try if you'd like



479-w.png
>>>
036.png

Secondly, I think that with how the team's structure is like, you will definitely need a soft pivot that allows you to ensure your team has longevity. Why you need this is because your team now has Ferrothorn and Incineroar, both of whom are very easy to wear down if not taken care properly. So the most appropriate mon to run in place of your Rotom (which I am unsure as to what forme because your description uses Wash but import uses Cut) is Clefable. This change is very important as it gives you a strong soft pivot as well as a solid wishpasser that can help ensure your team's longevity. Running Wish Pass means you can run Teleport. Which is in essence a slow guaranteed u-turn, allowing you to bring in your Drill / Slash in unharmed.

727.png

Next is a small change due to personal preference. Your incineroar is utilizing Intimidate + Parting Shot and while in theory that is a very good combination as it allows you to deter mons that are already in and mons that will attempt to come in and force them out, the fact is that your team (barring incineroar) is already a bit weak to Bisharp and since your Roar is probably going to be the primary switch in to Sharp, you don't want to give them a free + 3 (from parting shot) or +1 (from intimidate). Therefore, I would recommend that you use U-Turn over Parting Shot because it doesn't give any defiant / competitive mon free +3 to the relevant stat and still allows you to freely switch out.

With this change, your team becomes much more defensive and cohesive in general, allowing you to get free switches in on your desired wincon and cleaning up games for you. Rapid Spin helping you clear up hazards as well as giving you the +1 Speed will definitely be vital to helping you win games. Hope you enjoy this rate, stay safe amidst the pandemic and take care! /cheers/
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 80 HP / 252 Def / 176 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Body Press
- Protect
- Taunt

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 80 HP / 252 Def / 176 Spe
Impish Nature
- Stealth Rock
- Body Press
- Protect
- Earthquake

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Moonblast
- Wish
- Teleport

Incineroar (F) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 108 Def / 84 SpD / 68 Spe
Careful Nature
- U-Turn
- Knock Off
- Flare Blitz
- Will-O-Wisp
 
Last edited:
Heyyos! Nice team you've got here going on for you. I noticed that your team seems to be trying to achieve wins by whittling at your foes combined with the idea of lowering their speed to make your defensive threats faster. It's a great idea in theory but because the sticky web setters are all naturally pretty frail and do not serve much defensive purposes, I think it's more ideal that we shift the team to focus around supporting your Excadrill's sweep, which is your wincon, as well as neutralizing threats that are difficult to deal with your current iteration of the team.


596.png
>>>
784.png

Alright, first off, as I mentioned earlier, it is not a good idea to have sticky web as your hazard stack of choice. This is because your team is balanced in general and does not really do well in pressuring your opponents that are slower. On top of that, you lack crucial hazards such as Stealth Rock and Spikes, which can assist you in winning games with their presence alone. So for that, and in consideration that you want to opt for a more defensively balanced team to build, I would recommend that we run Phys Def Kommo-o over Galvantula. This is important because having Kommo-o gives you access to hazards (which is Stealth Rock) and allows you to pressure opposing teams with Taunt and Body Press. Kommo-o is also very good here because it forms a stronghold defensive core with Gastrodon and allows you to worries less about the defensive backbone of the team. We will be using the EV spread of 80 HP / 252 Def / 176 Spe with a Bold nature as it allows us to be more physically defensive against threats like Bisharp and Excadrill and soft check other physical attackers while the speed allows you to outspeed up to neutral base 75 max speed threats which includes Dracovish, Dracozolt, Bisharp, Clefable and Siesmitoad notably, allowing you to taunt the latter before they set up hazards or status while allowing you to render Dracovish's fishious rend pretty useless. Taunt allows you to disrupt your opponent's momentum as it prevents them from setting up or statusing your mons while Protect is key on this set as it allows you to scout out moves from opponents that you think are choice locked as well as allowing you to gain back recovery passively.If you find it uncomfortable to run a set that leaves you open to free switches from Aegislash you can opt to run Impish nature with Earthquake over Taunt instead. I will list both options in the recommended sets so you can give both a try if you'd like



479-w.png
>>>
036.png

Secondly, I think that with how the team's structure is like, you will definitely need a soft pivot that allows you to ensure your team has longevity. Why you need this is because your team now has Ferrothorn and Incineroar, both of whom are very easy to wear down if not taken care properly. So the most appropriate mon to run in place of your Rotom (which I am unsure as to what forme because your description uses Wash but import uses Cut) is Clefable. This change is very important as it gives you a strong soft pivot as well as a solid wishpasser that can help ensure your team's longevity. Running Wish Pass means you can run Teleport. Which is in essence a slow guaranteed u-turn, allowing you to bring in your Drill / Slash in unharmed.

727.png

Next is a small change due to personal preference. Your incineroar is utilizing Intimidate + Parting Shot and while in theory that is a very good combination as it allows you to deter mons that are already in and mons that will attempt to come in and force them out, the fact is that your team (barring incineroar) is already a bit weak to Bisharp and since your Roar is probably going to be the primary switch in to Sharp, you don't want to give them a free + 3 (from parting shot) or +1 (from intimidate). Therefore, I would recommend that you use U-Turn over Parting Shot because it doesn't give any defiant / competitive mon free +3 to the relevant stat and still allows you to freely switch out.

With this change, your team becomes much more defensive and cohesive in general, allowing you to get free switches in on your desired wincon and cleaning up games for you. Rapid Spin helping you clear up hazards as well as giving you the +1 Speed will definitely be vital to helping you win games. Hope you enjoy this rate, stay safe amidst the pandemic and take care! /cheers/
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 80 HP / 252 Def / 176 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Body Press
- Protect
- Taunt

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 80 HP / 252 Def / 176 Spe
Impish Nature
- Stealth Rock
- Body Press
- Protect
- Earthquake

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Moonblast
- Wish
- Teleport

Incineroar (F) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 108 Def / 84 SpD / 68 Spe
Careful Nature
- U-Turn
- Knock Off
- Flare Blitz
- Will-O-Wisp

Thanks for the input! i'll try out these changes and see how it goes
 
That's a cool team, I want to try it. But, personally, I will apport small changes to your sets.

First of all: Trick on Rotom-W. As you said, Thunderbolt deals a lot of damage, but as you can see
252+ SpA Rotom-Wash Thunderbolt vs. 252 HP / 0 SpD Corviknight: 320-378 (80 - 94.5%) -- guaranteed 2HKO after Leftovers recovery
That's not enough to OHKO. And that's supposing opponent Corviknight is 0 SpD. With Trick you can lock annoying Mons like Pex, Clefable, or setters in general. Use Volt Switch for cheap damage and to switch in with a useful Mon depending of the situation.
In paste section you have changed it with Rotom-M, I suggest you in any case to use Trick on him!

Second thing: make Aegislash physical and gave him Air Balloon.
Gigi-slash (Aegislash) (M) @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat
This is my fav set. When opponent Exca try to Rapid Spin, you can switch in Aegi and use his immunity. Then, he cannot EQ you 'couse of the Balloon, he will Iron Head or probably switch out. In the first case, you can punish with Close Combat.
252+ Atk Aegislash-Blade Close Combat vs. 0 HP / 4 Def Excadrill: 456-538 (126.3 - 149%) -- guaranteed OHKO
Exca will have no Sash if he switch in to remove hazards (because damaged), then you can finish him off.

Then, you need a Stealth Rock setter. You can change Galvantula with Kommo-o as zbr said, or you can give them to Exca. He would not be your wincon anymore, because you would use an utility set instead of an all-out attacker. But I like the idea of a Web on opponent field, that's because I suggest you this set:
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
Pretty common utility Exca set.

At the end, as zbr said, giving a free +3 to a Defiant/Competitive Mon (Bisharp is in almost every team to counter Dragapult) I would give U-Turn instead of Parting Shot too. And also I would change EVs to make Incineroar more specially bulky, reducing defense. He doesn't really need it, he has Intimidate and Will-o-Wisp to reduce attack, he just need to outspeed Pex (that is already slow) and utility Seismitoad, that's why I would use this set.
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 140 SpD / 116 Spe
Careful Nature
- Knock Off
- U-turn
- Will-O-Wisp
- Flare Blitz
If you're afraid of an EQ or a Close Combat incoming, you can switch in Aegislash or Rotom to nullify them.

I've tried the team, and at low ELO (1300) it's fun to play. This is what I'm playing:

Cool cat (Incineroar) (M) @ Heavy-Duty Boots
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 140 SpD / 116 Spe
Careful Nature
- Knock Off
- U-turn
- Will-O-Wisp
- Flare Blitz

Gigi-slash (Aegislash) (M) @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat

Not a mole (Excadrill) (M) @ Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Iron Head
- Rapid Spin

Zenitsu? (Galvantula) (M) @ Life Orb
Ability: Compound Eyes
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Giga Drain
- Sticky Web
- Bug Buzz

Hachikuji? (Gastrodon) (F) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Earth Power
- Amnesia

Just a mow (Rotom-Mow) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Trick
- Defog
- Leaf Storm
- Volt Switch
 
Last edited:
Idk I've seen more Hatterene's lately which could prove problematic for your side to setup webs against, maybe you could consider skill swap Ribombee instead as a web setter? with stun spore support to paralyze something as a last ditch effort.
 
Back
Top